A Solitaire Mystery - Hempuli

- Added a button to pick a random solitaire in the main menu

​- Guaranteed that the top cards in each stack are a different suit from each other in Ferret Rabbit Carrot

- Fixed a crash on picking up all cards in a stack in Fork Solitaire (other crashes remain)

- Adjusted the 10-cards in Fork Solitaire to make them easier to read

- Tried to fix a crash in Tear Solitaire

- Adjusted visuals in Hanoi Solitaire to make it clearer when you're holding cards

Space Worthy - lukayson
New Items:
  • Every object in the game had to have some gameplay purpose. Now I see it differently, I added prop class of items, they are intended to never have any purpose other than decoaration/prop.

  • They can be picked up and everything, but there will be no reason to take them. First addition are medical items.

  • I added few decorational fake lights, and some blinking atompunk light array. Unfortnetly, they are not linkable to any switch or electricity for now

  • Steel bars door added! (hand operated sliding door)

Improvements:
  • Emergency room at the Fuel Station was the weakest room for the long time, now it's my favourite

  • New Medical beds made from existing decoarational shapes

(the injection could serve some purposue one day tho)

Changes:
  • I moved the crouching logic from player to characters, so one day, everyone can crouch, not today tho... however it might lead to new bugs today.

Bugs Fixed:
  • Cargo thief had the dialog of the other bounty guy.

  • Bounty quests were fixed and sligly improved

  • Updated Tutorial message in Science camp about controlling Crouch and Cable Mod

  • Some Key bindings like crouch were not working (because I renamed the action name only on one place

  • I added ability to key bind new actions: Stop in space, Journal, Move down, Camera Switch.

  • Crouch state is now part of the save data, but still doesn work for some reason

  • Players movement is now reset after loading (Moving while Save/Autosave carried players movement input after load)

  • Crash on older machines when laser hits the wall: Now I tried to use exactly the same method when drawing on wall texture, as I do when drawing on radar monitor. Unfortunetly the result is not the same, when there is some damage already, the new damage heals neighbour pixels of the wall.(This whole damage feature is not yet saveable, walls are nice after loading, In space map, system is enabled only on ships)

  • Cinematics always played a little after the loading

  • When NPC dies in your arms, it no longer changes animation to lay on floor

  • All NPCs go to coma when they die and get little healt back, lack of air was able to kill them over and over again, now lack of air only makes healing in bed impossible

  • When UI is hidden, and dialog starts, UI now re-appears, so you don't have to alt+f4 and restart the game anymore.

  • Quest System bug caused wierd problems when quest object was set to be active through multiple quest phases.

The door you can never open - Fabio

Thank you for playing or even just checking out my game!
Please leave your feedback, and if you find any bugs, let me know.
I’ll be updating the game based on player feedback.
I hope you enjoy this adventure!

- Fabio

White platform - Tubainapodeser
White platform version 2.5.4
Gales of Nayeli - BlindCoco Studios

Today, we are addressing two major issues that had been lingering for a while. Please do let us know if these issues have been addressed properly this patch!

Improvements
  • Changed the compression type for many graphical assets to address the Failed To Allocate Graphical Memory issue. Please do let us know if this issue has been improved or not as we will make adjustments if necessary.

  • Added a sound effect when a Revival Shard is broken to bring some more attention to what just happened.

  • Updated Runic Seal's description to add the range and cooldown.

Fixes
  • Fixed issue where Ch17 would require spamming the skip button to get through a black screen.

  • Fixed issue where some units could crit with a displayed 0% crit due to a rounding error if the crit chance was 0.5%.

  • Fixed issue where Leila and Everlast's portraits would remain on screen after one of their supports.

  • Fixed issue where Durandal's Tip wrongly had a self-heal effect.

  • Fixed issue where EMP wrongly had extra Mt when moving before attacking.

  • Fixed issue where Ayka couldn't use the Rally staff in Ch17.

Thanks again for playing and sharing your experience!

Rogue Fable IV - Justin

Hello everyone!

A very different update this time. The past 6 months have been pretty crazy with tons of new content added a breakneck pace. Following the Vault of Yendor update I ended up getting pretty monstrously burned out. Lack of motivation, hating the project, doubting its value, questioning my choice to be a game dev, blah blah blah, the usual stuff. Honestly at this point I'm not even really phased by this anymore. A few weeks of taking it easier and I'm over the hump and chomping at the bit once again to get moving.

I've decided to take a bit of a break from the endless push of new content and focus the next few updates on:

  1. Clearing out as many bugs and crashes as possible as they have begun to pile up again.

  2. Working on polishing up a bunch of the level generators. Mainly by adding some purely aesthetic assets to try to really sell each level type as a 'real' location.

  3. Adding a whole bunch of text based lore and world building to the game. Something I've been sitting on since the end of Rogue Fable III.

Of the three goals this update focuses almost entirely on #3. I've been planning this work since pre-production and have been sitting on a growing document of ideas over the past few years so really this is just a matter of implementing a bunch of stuff that's been quietly fermenting in the background. This is a total change of pace from the last bunch of updates and its been a massive breath of fresh air to work on something so completely different.

So update 1.28 is mostly a lore and world building update with a few other odds and ends. The next few updates will cover a more balanced spread of the 3 goals outlined above. I've still got a mountain of actual content I want to get implemented before the end of the year so I'll see how long I can keep this up until I get the itch to start building new zones, enemies, bosses and classes again.

Update 1.28:

I'll put this at the top so that its clear what's actually being added with this update. If you want some more explanation as to how I intend to handle lore I've got a whole mini document below this section.

World Building and Lore:

The meat of this whole update is a massive amount of text added to the game to help flesh out the games world and backstory. This all exists in world as signs, notes, unique object names etc. Its my intention to eventually have a staggering amount of this sort of text held in lists which can be randomly placed into the world in each run.

So the lore and backstory of the world is only gradually revealed to the player over the course of many runs (assuming you want to pay attention). I'm not trying to a tell a 'story' rather I'm trying to create this sort of ambient sense of logic and coherence. Currently this update is adding literally hundreds of lines of text implemented in a bunch of different ways:

  • Signs: all written by Yendor and placed everywhere in the dungeon. These are typically rules, policies, and reminders to his minions. A huge amount of world lore can be conveyed simply through whatever Yendor is yelling at his minions.

  • Announcements: I've added some new Yendor announcements that occur when the game begins. I intend to eventually have a pool of these for every zone transition in the game. This helps to characterize Yendor while also letting him slip in some lore about every zone in the game.

  • Books: I've added tags to many tables in the world where Table-Objects can randomly spawn. I want to eventually have many types but books are one of the most basic one. These are books written by Yendor (allegedly) that he has graciously distributed to his minions as reading material.

  • Magazines: another Table-Object. These are external publications with articles featuring Yendor. I plan to have a bunch of different magazine types each focusing on some different thing. Yendor of course gives all sorts of absurd interviews and makes many contradicting outrageous claims.

Fire Mage Rework:

I want to redefine the Fire Mage as the most simple and streamlined version of a caster. He should be the most straight forward caster to play and likely the first one that new players come to grips with and start getting wins. His focus is entirely on damage output with basically no utility. So this is a first attempt at creating a Fire Mage that is just: different forms of raw damage.

  • Ignite (Tier-2): A single target spell that does not require clear LoS to target. Has +1 range compared to Fire-Ball. Deals 12DMG (same as Fire-Ball) and then 25% damage over 4 more turns. So it deals double damage compared to Fire-Ball but on a single target and with much more permissive targeting. I'd like for this to be one of the highest, if not the highest, single target damage ability in the game.

  • Fire Nova (Tier-3): A target based AoE nuke that also does not require clear LoS to target. Has +2 range compared to Fire-Ball. Deals 12DMG (same as Fire-Ball), but has a much larger AoE. Given its large AoE, long range, and permissive targeting you can pretty much always get value from this spell every time it comes off the 10T cool-down. I'd like this to be the most straight forward and highest damage AoE spell in the game.

  • Fire-Portal (Tier-2): He still has this spell but I'm looking for ideas to replace it with something that is damage based. Probably not another direct use ability but rather some kind of buff or modifier. I want the Fire-Mage to have 0 utility.

The balancing on the numbers probably will need some tuning and balancing but the main idea I want to get with this class is just: simplicity but power. He's very good at killing enemies but he's gonna need some cross-class talents for utility. Every other casting class in the game should be tempted to take his talents as they just provide such easy to use raw damage.

His Wall-of-Fire ability will be replacing the Ice-Mages existing Ice-Cloud ability. Probably with a range reduction and no cool-down. His Burst-of-Flame ability will be reworked eventually to go on a Geomancer class where you can target any stone wall and cause a similar sort of 'burst' pattern of stone shards.

Bugs and Crashes:

I'll be doing a lot more work here in the next few updates but I've still tried to knock out some of the more serious issues.

  • Fixed a hard crash in VoY when pressing G to bring up the Goto-Menu. To many fountains on the Yendor boss level crashed the game as the menu did not have enough buttons.

  • Kocha Duplicate: took a while to figure this one out but it was caused by the Melee-Golem lunging into the wall and killing itself in the same turn. One Kocha was ejected due to the lunge crash, and one was ejected as the golem just died.

  • Kocha Golem Negative HP: was caused by the same bug above. The golem was not actually correctly destroyed and so when Kocha reanimated it, it had negative HP.

  • Vault of Yendor scripting would break if the player exited and reloaded the level.

  • Completely rewrote the entire Level-Controller system to fix a whole bunch of weird crashes and bugs. This often showed up as Yendor scripts running in completely unrelated levels. There were multiple reasons this could occur so I just ended up rewriting the whole system from scratch as previously it was a duck taped together mess that had grown out of hand.

Conclusion:

That's it for this update! Most of the actual content is 'hidden' under the topic of: I added a bunch of lore text and signs lol. I'm going be creating a new thread in Discord if anyone would like to suggest additional text lines, signs, notes etc. I definitely plan to have way way more of this stuff by the time the game actually fully releases and I'd love to get some contributions from the community.

The plan for the next few updates is to continue adding more lore, to add a bunch of flavor objects and rework many of the generators, and most importantly to try to make some progress on cleaning up a bunch of the long standing bugs, crashes and issues. The plan is that text and sprites should have a low chance (not zero lol), of introducing new bugs and crashes so hopefully I can actually make some progress here.

Justin

What does Lore and Story Actually Mean in Rogue Fable?

This ended up turning into a mini document so I've moved it down here so that the actual update is clear.

First off, I have no intention of trying to tell a traditional story. There is no narrative arc centered on the player that progresses within a run or between runs. Given the unique mechanics of rogue-likes in which thousands of players field hundreds of characters through the same dungeon, a linear plot does not make any sense in my mind. There is no 'chosen one' and the player's quest for the goblet is not the 'story'.

Instead what I want to do is focus entirely on the dungeon itself and Yendor as a character. This is pure world building in its most raw form. I want to use signs, notes, announcements etc. to create the sense of a living, breathing, coherent world that exists entirely independently from the player. Yendor and the dungeon itself are the main characters of the story. The endless hoard of mysteriously replicating adventurers are treated as this constant nuisance and irritation.

All the world building and lore exists in world as physical objects and descriptions. I want it to be completely optional and unobtrusive by design. There are no forced cutscenes or dialog trees to navigate. Nothing in the lore and backstory is required to beat the game. The player can completely ignore everything and still play the game as a straight dungeon crawler. But its my hope that for those who do pay attention, the world will become a much richer, stranger, and ultimately more interesting place.

The Most Realistic Fantasy Dungeon EVER!

This is the backbone of all the world building and lore. I want to create the most realistic, logical, and coherent fantasy dungeon EVER! The twist here is that I'm not starting with a realistic world and asking: "what kind of a dungeon might evolve here?". Instead I want to take the generic Fantasy Dungeon, as depicted in every game, movie, cartoon etc. and treat every bit of its absurdity, and silliness with absolute, literal sincerity.

So we have this space in which dozens of different species coexist. Where most of the minions seem to spend their time either standing around or patrolling randomly. Where levels range wildly from libraries to sewers to natural looking frozen ice caves. Where an evil overlord sits gloating and flexing in the depths of this crazy fun house dungeon plotting various 'schemes'.

I want to treat this all as 'truth' and then ask over and over again: what would it take for this to exist? How could this actually be built and maintained? What kind of a mad man would create such a place? I want to treat this with absolute earnestness. I'm not trying to parody or make a joke of fantasy tropes I'm trying to essentially explain in pain staking detail how such a world could actually exist and function. The sort of 'stuff' that comes out of asking these questions is, in my opinion, both hilarious and very interesting.

  • Why is there a fire zone and ice zone right next to each other? How is that actually maintained? What possible purpose could this serve?

  • Why do monsters just stand around in random spots waiting for the player to show up?

  • How and why do all these different species of monsters coexist in the same space?

  • What do they eat? Where do they sleep? Where do they go to the bathroom? What do they do all day?

  • Why is there a giant Ice Dragon in a chamber with entrances to narrow for him to fit through?

  • Why is their a seemingly ancient crypt in a fortress that is otherwise inhabited by living creatures?

  • What possible purpose could this whole insane place serve?

  • And perhaps most importantly... what kind of a mad man would build this?

The whole goal (and joke) of the lore and world building is to endlessly answer these questions. So take any dungeon or fantasy trope, put it into the dungeon in its purest form and then ask: why, how, for what purpose? What comes out of this is utterly absurd and unhinged but my hope is that it all has this strange sense of internal logic. Its my dream that after being exposed to enough Yendorian Flavor a players will just start to fill in the blanks themselves. It becomes almost like a mini-game to try to explain why something exists, how it functions, what it means in terms of the overall dungeon.

Four Pillars of Cheap Flavor:

Given the realities of solo development, my 'budget' for injecting lore and flavor into the world is extremely tight. I also think that 'story' in a roguelike should be ambient, environment based, not shoved in the players faces with unskippable cut scenes or giant text dumps. So I've settled on these 4 pillars for placing text directly into the game world itself.

Unique Object Names:

Any object: table, barrel, bookshelf, bone pile, can be given a unique name to reflect its purpose and context. This can all be done without having to create endless new art assets. A table in a mess hall becomes “Mess Hall Table.” A table in a prison becomes “Torture Table.” A barrel in the ice caves might be “Frozen Ale Rations.”

This allows a single asset to serve dozens of distinct purposes, depending on where its placed and how it's labeled. I can essentially 'explain' large amounts of how the world works just by uniquely labeling objects in rooms and areas. All of this at the cost of some text.

Some objects are uniquely suited to this. Things like crates, barrels and sacks ask the question: what's in them? Books and magazines can use the same sprite but have different text for their titles and contents. Pipes spewing water in the sewers can have their descriptions list what sorts of crazy toxic stuff is pouring out of them.

Signs:

Signs are placed all throughout the dungeon, serving as literal labels for areas and subzones. They communicate that the dungeon is not a random sprawl, rather, it’s an organized, labeled, and internally structured space. It also helps sell Yendors neurotic character where EVERYTHING has to be obsessively controlled and organized.

Furthermore signs can be used as notices, reminders, announcements, orders etc. This is how Yendor officially communicates with his minions. Any guard room, kitchen, training area, hallway etc. can have signs on the walls written by Yendor that help convey some piece of world logic or narrative. This is Yendors formal voice: trying to maintain order, enforce rules and project authority.

I think a lot can be revealed about how the world works based on the sorts of orders and rules Yendor makes for is minions. We can describe not only how the dungeon operates but all the sorts of things that have gone wrong purely by having Yendor 'yell' at his minions through passive aggressive, bureaucratic, sign postings.

Notes:

Notes are the more personal, informal counterpart to signs. These are direct orders, complaints, or rants from Yendor to his staff. They help reveal his personality: petty, obsessive, self-important, and slowly unraveling under the weight of managing this logistical nightmare. These notes expose the reality of dungeon operations: constant breakdowns, endless delegation and rules clarification, and Yendor’s perfectionist misery as he tries to keep this whole crazy place running.

The Fantasy Dungeon is inherently an absurd concept that would be nearly impossible to actually create and maintain and notes are a great way to convey Yendors constant frustration at trying to keep this whole place operational.

Announcements:

These are the big theatrical broadcasts that trigger on starting the game or at zone transitions. They’re Yendor’s stage voice, delivered via some magical dungeon-wide PA system. Here, Yendor performs his role as dungeon overlord, complete with monologues, villainous gloating, and mockery of the player. He is performing for the player, for his minions, for the goblet and probably for himself, in the most bombastic and ridiculous fashion possible. This is Yendor as he WANTS the world to see him.

This is also an easy way to inject lore about the zone you are entering. Yendor can slip in bits of lore in his zone transition announcements. If I end up adding these announcements before the player fights bosses or triggered by other events then we can also use this to inject some additional lore.

Narrative Devices:

This is a list of various little 'tricks' that I'm trying to use when writing all this textual stuff.

The Worlds Most Unreliable Narrator:

Basically every piece of lore in the game is in someway 'spoken' to the player through Yendors voice and Yendor has an ego the size of the sun. He's not only an unreliable narrator, he's so absurdly smug and confident that he acts like this gravitational black hole that just collapses plot holes and inconsistencies. Challenge him on some absurd detail and he'll not only affirm that its 100% true but he'll come up with some even more absurd meta explanation on the spot while sneering with contempt.

Dozens of contradicting origin stories for the goblet? Your puny mortal mind simply cannot comprehend its magnificence. Absurd things with seemingly no purpose maintained at enormous expense? You just don't 'get it'. Totally convoluted, ridiculous evil schemes... bruh its ok, not everyone has what it takes to be an evil overlord.

So we have a crazy world, built by a crazy person, and that crazy person is the only persons voice we can hear. This puts us in a very strange, and very open ended place where what's canon and non-canon become this very blurry line. Furthermore, because there is no conflicting voice of reason, the craziness ends up becoming... consistent? It should even start to seem totally logical and coherent. That's the sort of tone I'm going for.

Fantasy Tropes Taken Utterly Seriously:

For whatever reason (madness?), Yendor has this vision in his head of the platonic, ideal fantasy dungeon. To him it is just self evident that he NEEDS a fire themed area, an ice themed area, a crypt, multiple elaborate doomsday devices, a prison to lock up princesses, traps to thwart would be princess rescuers etc. He considers the construction and maintenance of such a space to be some sort of high brow art project and views himself as this tragic yet heroic tortured genius.

Of course building and operating this sort of place is an absolute logistical and engineering nightmare and this is what a lot of the lore and world building deals with. So in a sense the whole dungeon and its operation can be divided into two different broad categories:

  1. Some trope or stereotypical feature that Yendor MUST have because...

  2. All the infrastructure, rules, policies, regulations etc. that help maintain these absurd features.

So a lot of our lore and world building then just builds on these two categories. Half of the text is Yendor gloating and flexing about how clever, artistic and creative he is for creating... whatever. The other half is him tearing his hair out trying to make this whole crazy thing actually function.

Past and Future Tense:

Many signs and notes and even his announcements will reference past events. This is so easy to do and there are so many variations but the result boils down to: the dungeon exists in time. It has a past. Stuff happens here with or without the player.

As a basic example signs posted in guardrooms, kitchens, workspaces etc. starting with: "Due to the recent incident.... some absurd new policy or rule." I don't even need to explain what the incident was, but the implication was: something happened (probably involving loss of minion life), and now Yendor and the dungeon have been forced to react with some new policy.

In the same way signs, notes, announcements can reference future events. Upcoming meetings, training, staff events. Plans that are in motion and are about to reach some new stage. Construction projects that are in the planning stages. Really anything that's going to happen... in the future. Again this creates this sense of time passing. The dungeon not only has a past it has a future. It exists whether the player is there or not.

Arbitrary Numbering:

Whenever possible I want to label things with totally arbitrary numbers. Storage Room 7, Mess Hall 3 (south), Hallway 44B etc. Honestly it can just be randomly generated. The idea is simply to convey this sense that the dungeon is way bigger than the player ever sees on screen at once. It also helps to reinforce that idea of Yendor trying desperately to order and regulate this inherently chaotic and unstable place.

This also should put the question in the players mind of... is any of this even real? By not real I mean you should start to question (with horror) if Yendor actually imported 10,000 tons of sand to make an indoor desert and intentionally burred ruins in it because... Are the stones in the crypt weathered because they are ancient or did Yendor pay some contractors to do that? Is every pile of rubble or bones actually numbered and tracked in some insane spreadsheet? If proc-gen messes up and generates a dead end hall but the hall is labeled Hallway-7B... was that intentional?

Minion Voice (Through Yendor):

While the monsters and minions are never given a voice themselves we can learn a lot about them through Yendors signs and notes addressed to them. All the things he reminds them of, scolds them for, pleads with them to do correctly, I can use this to convey:

  • General laziness, bickering, and incompetence.

  • Stuff they do during work hours or in their free time: stop building pillow forts in the dormitory's, stop sneaking into the pipes for a nap during patrols etc.

  • Species specific quirks: ogres constantly eating everyone, orcs being rowdy and unruly, dark elves being these total snobs etc.

  • Are the pirates actually pirates or is he paying some dudes minimum wage to stand around shouting YARRR all day?

  • The kind of strained, bureaucratic relationship Yendor has with his staff

Player Voice (Through Yendor):

Same idea here. The player is never given a voice or a backstory but Yendor is totally aware that hundreds of nearly identical plucky young heroes keep crashing through his dungeon. He's fascinated by this phenomenon, he studies it, he probably has plans to weaponize it.

So as I talked about before, the 'story' of rogue fable is basically told completely from Yendors perspective and not the players. The players are treated like this outside force, this plague, infestation, this constant naissance that Yendor and his dungeon have to keep reacting to.

Its kind of meta but basically the in universe lore is totally aware of the absurd mechanics of roguelikes. Just as the dungeon is sagging under the weight of trying to maintain so many conflicting tropes, Yendor is going a bit crazy trying to understand where the hell all these guys keep coming from.

Not a Parody:

The last an perhaps most important point to make. I don't want to make this a parody of fantasy tropes. I'm not trying to write jokes, break the forth wall or have the universe be self aware. The in game lore is never winking at the player. Really its the complete opposite tone I'm going for. As far as Yendor is concerned being the greatest evil overlord and building the greatest dungeon is just this self evident life goal.

Everything about the world should logically derive from Yendor trying to fulfill and maintain this insane dream of his. Instead of trying to write: haha funny, its more a matter of like... reverse engineering. Once you accept the basic premise of Yendor as a character then the lore and world should really just write themselves.

5:10pm
Gems of War - Puzzle RPG - Jeto

We have reworked the quest path that takes you from creating a hero to starting Broken Spire. They are now their own storyline called Dragon's Pursuit.

  • We have rewritten the conversations, reworked the battles, reviewed the quest rewards, and added 3 new quests to the storyline.
  • After creating a Hero, players are taken directly to the Dragon's Pursuit quest map, instead of selecting a weapon like before.
    • The selection of a starting weapon has been included as part of the new storyline (as a reward for the first quest).
  • We have updated the 4 key tutorials during Dragon's Pursuit to the new tutorial style.
    • Equipping a Weapon
    • Recruiting a Troop
    • Levelling a Troop
    • Upgrading a Weapon
  • We have added a Mini Boss battle to Quest 5 in the storyline.
  • The final reward for the questline will be a copy of The Guardian Dragon.
  • When players reach the World Map, they will be shown a Special New Player Offer with a new Troop, some resources, and the ability to scout enemy teams (as part of its VIP Point reward).


We have made several improvements to Kingdom Quests and their Maps.

  • Quest Maps now contain some common UI options from the World Map, this includes:
    • Player's Hero info
    • Collection Button
    • Chest Button
    • Shop Button
    • Settings Button
    • Path Button
    • Gem, Gold, Soul amounts
  • All Quest Maps have received VFX, so the maps are no longer static images.
  • There are new VFX for the Quest nodes and path that show it unlocking to the next node, as well as drawing attention to the current quest's node on the map.
  • A Quest's Slide-in Menu will now display the player's team score (based on the last team used in battle) and the enemy team score for the next quest battle.
  • The Quest’s Slide-in Menu will rotate between the quest description and the quest's reward.
    • This frees up space to make them easier to read on smaller screens.
  • Players can now tap on a help button to learn more about the quest's reward.
  • We have added a "ghost" version of nodes on the map, so players can see the full length of the storyline, rather than fully hiding any quest nodes for the future story arcs.
    • They will become active (in their solid grey version), when they are part of the story arc the player is currently working through.


We wanted Mini Boss, and Boss fights to be more interesting in Quests. And we wanted to give them a unique element of challenge.

  • Bosses have a Boss Power. While the Boss troop is alive, they will create Heroic Gems at the start of their turn.
  • The Heroic Gems chosen will be themed to either the Kingdom or the Boss.
  • There is a visual effect that comes out of the troop when this effect triggers, so players know when/why it happens.


To help ease players into the rest of the game after the Dragon Pursuit storyline, we have revisited Broken Spire, Adana, and Zhul'Kari Quest Lines and made some improvements.

Broken Spire
  • The number of battles in the storyline has been reduced from 24 to 14.
  • We have adjusted the number of enemies in some of the early battles, to theme better to the story.
  • We have adjusted the level of enemies in battles during the event.
  • We have reviewed and adjusted some of the non-Kingdom income rewards to include XP Boosters.

Adana
  • We have introduced Mini Boss battles to the storyline.
  • The number of battles in the storyline has been reduced from 22 to 18.
  • We have adjusted the level of enemies in battles during the event.
  • We have reviewed and adjusted some of the non-Kingdom income rewards to include XP Boosters.

Zhul'Kari
  • We have introduced Mini Boss battles to the storyline.
  • The number of battles in the storyline has been reduced from 24 to 18.
  • We have adjusted the level of enemies in battles during the event.
  • We have reviewed and adjusted some of the non-Kingdom income rewards to include XP Boosters.


We have 3 new Achievements for this update:

  • Disco Inferno: Match 100 Burning Gems
  • Baby it's Cold Outside: Match 100 Freeze Gems
  • Breaking Down Barriers: Match 100 Barrier Gems


  • After completing the Dragon Pursuit storyline, and reaching the World Map, all UI buttons will be available.
    • Previously, players would need to play the first couple of quests in Broken Spire before it would unlock.
  • The Adventurer's Path Shop Starter offers (the rotating offers with Troops, Weapons, Pets) are being retired. We are currently working to adjust the number of offers aimed at new players, and refocus the remaining ones to have clear value to new players.
    • This is the first part of a larger Shop Rework coming in future updates where we will be looking to consolidate and improve all offers within the game for all players - new and old alike.
  • Based on ongoing feedback we have received from Guild Leaders, we have adjusted the guild permissions around Guild Wars, so only Guild Leaders and Rank 2 members are able to register their guild for Guild Wars, and set their guild's Keep.
    • Original Guild Wars allowed Rank 3 members to register for the next event. Although we honored that original design in the initial Guild Wars release, we recognize that “Changing a Keep” and “Opting Out” is a lot more impactful than just “registering for a Guild War”, and as such, is more appropriate for Guild Ranks 1 and 2 only
    • Sorry Rank 3 folks! We will investigate giving Rank 3 Guild Members something new to offset this in a future update though.
Ensure you and your Guild are updated to 8.7 as soon as possible, to prevent any issues or confusion with these updated Rank permissions.

  • We have fixed an issue where the Guild Wars Keep text was inconsistent.
Dune: Imperium - Dire Wolf CS

Today's update introduces challenge balance adjustments, AI improvements, bug fixes, and a variety of quality-of-life upgrades. It also brings Immortality to the Skirmish rotation, along with new rules and scoring mods that showcase mechanics from the expansion.

Improvements

Ranked, Skirmish, and Challenge Updates
  • The current Ranked season now uses the Go to 11 Rules variant.

  • The next Skirmish reset will include Immortality and Base mods, starting a new rotation that follows this pattern:

    • Immortality and Base mods

    • Ix + Base mods

    • Base mods

    • Immortality and Base mods, repeat

  • Balance changes were made to the following Challenges: 

    • The Kwisatz Haderach Heroic

    • Snooping Normal and Heroic

    • Neutral Shipping Conglomerate Heroic

    • Introduction to Ix Heroic

    • Clandestine Meeting Normal and Heroic

    • Research Assignment Heroic

    • Bribery Heroic

    • Stillsuit Testing Heroic.

Quality of Life Improvements
  • Tooltipping the Foldspace board space should now display the number of Foldspace cards in the Reserve

  • Deck icons for both local and enemy players are now the same shape.

  • Alliance token icons for both local and enemy players are now in the same order.

  • Conditional Agent icons on cards are now easier to read

  • The Harvest Specimen icon was updated to more clearly indicate that the troop(s) are returning to your supply.

  • Added a hotkey "I" for expanding and collapsing the Imperium Row

  • Added a warning for grafting Ghola to cards like Power Play which will not allow you to gain extra Influence.

  • Added new SFX for graft and specimen abilities.

  • In games with a modified endgame threshold, such as the Go to 11 variant, a visual indicator was added to the user’s VP icon indicating the new threshold.

Bug Fixes

Ranked, Skirmish and Challenges
  • Placeholder stars should no longer display under the Ranked badge when a player is Master rank.

  • The Rank Up prompt should no longer display text about earning stars when the player is Master rank"

  • If undo is used after gaining the first Alliance in the Deadly Alliance rules mod, Full-Scale Assault should now be acquirable when an Alliance is next gained.

  • The in-game tracker for the Technological Diversity Skirmish rules mod should now track points instead of the number of Tecs acquired.

  • The Skirmish gamepad Resume prompt close button should now be centered.

  • The animation for the Deadly Alliance Skirmish rules modifier should now indicate that you acquired a Full Scale Assault card.

  • In the Prepare for the Storm challenge, Fremen Bond abilities from drafted cards should now trigger for AI players correctly.

  • In the Prepare for the Storm heroic challenge, AI players should no longer start with a Convincing Argument in their deck.

  • In the Prepare for the Storm challenge, Guild Ambassador should no longer be used in Pool 4 of the AI's draft instead of Guild Administrator.

Display Issues
  • The game mode description for House Hagal in the Create Game screen should now explain Expert Troop Deployment.

  • Selected factions in prompts should now appear brighter.

  • The Rise of Ix (ROI) image should now be centered properly in the Ranked screen.

  • Rhombur’s Buy Tech prompt should now have the correct thumbnail image.

  • The Trash prompt for Stitched Horror should now have the correct thumbnail image.

  • Water Peddler's cost icons should now be consistent with other cards and appear within the card’s border.

  • The Trash prompt for the Research track should now have the correct thumbnail.

  • The Research Track, Imperium Row window, Action Log, and Trash / Discard window should now each collapse when any of the others is expanded. 

  • The opponent reveal animation should now include the total persuasion and strength generated from all sources.

  • After grafting a card to Chairdog during an Agent turn, if you reveal and then undo, the card should now retain its dimmed appearance in the play area.

  • Board spaces to which you can infiltrate an Agent should no longer appear darkened.

  • If Reverend Mother Mohiam is grafted to Ghola, animations showing the discarded cards should appear for both discard effects.

  • Undoing a Reveal turn while you have Minimic Film should no longer cause your Persuasion count to briefly increment.

  • When grafting Usurp to Reverend Mother Mohiam in the Imperium Row, the corresponding animation should now show opponents' discarded cards.

  • Observer mode should now display Epic and Go to 11 icons in the HUD.

Gameplay - Rules
  • If Ghola copies an Agent box that provides troops, the short or no troop warnings should now appear if appropriate.

  • Imperium Row should now reopen after using Research from Tleilaxu Master.

  • The "Acquire Foldspace" ability button should no longer appear when there are no more Foldspace cards available to acquire.

  • Slig Farmer should now grant the correct amount of Solari when grafted onto a card with conditional Agent icons which have been modified by Dispatch an Envoy.

  • Scientific Breakthrough’s research ability should now defer when it's used to send an Agent to a space which draws cards.

  • Using For Humanity's reveal ability and choosing a new Alliance leader due to a tie should no longer cause the Influence to be lost twice..

  • Discard abilities that draw cards should now have a "cannot undo" hover icon.

  • Playing Twisted Mentat while The Voice’s effect is active should no longer extend its effect another turn.

Gameplay - AI
  • AI players should now make better choices around grafting Ghola and Chairdog.

  • AI players should make better use of Long Reach’s conditional Agent icons ability.

  • General improvements to how AI players calculate reveal ability values.

Gameplay - Action Log
  • All research track abilities should now have Action Log entries.

  • The Influence gain from acquiring Memocorders should now appear in the Action Log.

  • If Kwisatz Haderach is used to send an Agent to Secrets and an Intrigue card is drawn, the Intrigue card should now appear in the Action Log.

  • Resource gain Action Logs from playing Breakthrough should now appear as a sub-entry beneath it.

Other
  • Players should no longer be able to use hotkeys to open the Bene Tleilax board in non-Immortality games.

  • Fixed various localization issues.

Our goal is to deliver the play experience you deserve and expect. To that end, we review any and all reports you send us. We appreciate your feedback, and to continue to help us make Dune Imperium: Digital the best it can be, be sure to reach out to us at https://support@direwolfdigital.com or via the Dire Wolf Discord if you have anything to report!

Thanks for playing, and happy gaming!

Dungeonborne Settlement - Dersty

The Orb and Crystal cost to craft equipment at the Smithy felt a bit excessive 💦
The goal was to let you obtain gear more easily without clearing dungeons,
but it ended up becoming too much of a burden.
Crystal costs have been slightly reduced, and Orb costs have been significantly lowered.

Potion recovery amounts have been increased.
Originally, I wanted to add features like potion mixing or special effects,
but currently there were no such systems in place, and the upgrade bonuses were too small 😨
I'll try to think of a better direction when I update this feature in the future.

This is a small update based on player requests,
but I’m sorry it took some time.
(I was in the middle of testing while locking current work-in-progress updates,
and a bug occurred which took a while to fix...)

Thank you again to everyone who purchased the game 🥰

Counter-Strike 2 - Piggles ULTRAPRO
[ Premier Season Three ]
  • Premier Season Three is now open for business
  • Added Overpass to the Active Duty Map Pool
  • Removed Anubis from the Active Duty Map Pool
[ GAMEPLAY ]
  • Incendiary Grenade - incendiary grenade fire spreads more rapidly
  • MP9 - increased recoil magnitude and substantially reduced jumping accuracy
  • In Competitive modes, Counter-Terrorists now receive a $50 team award for each Terrorist eliminated in a round
...

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